QUICK GUIDE FOR BEGINNERS
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based on materials from the magazine "EMULATE!"
In Bards Tale, this epic role-playing game, with its 17
Huge levels, you can play for ages.
But to make it easier for you at first, here is a short
a guide to some of the most noteworthy places in
town of Skara Brae.
QUALIFICATION BOARD
Qualification Board (Review Board) - the most important thing
place in the entire game. Here you increase your level, here
acquire new magical power. The council is located on Trubnaya
Street (Trumpet Street), in the second house on the left, if
look south.
TEMPLE OF THE MAD GOD
Dark dungeons are hidden underneath. But before
enter, you will have to prove to the priests of the Mad God your
faith...
TAVERS AND TEMPLES
Temples are very useful places. Here your heroes can
heal, heal from serious injuries and even resurrect
(although it is very expensive).
Tavern owners are valuable informants, but not for nothing.
The entrance to the first dungeon you enter is located
next to the tavern, so be careful.
LOCKS
There are three castles in Skara Brae, and that's it.them to you
sooner or later you will have to visit, although you will find the entrance to them
not easy. Don't try too hard to overwhelm the guards
Baron Harkyn's castle in the north-west of the city...
You won't be able to go far anyway until you save up more.
experience.
SINISTER ROAD
Apparently, this is the name of the road leading from north to south,
next to the street where the Samurai statue stands, and parallel
to her.
This strange street seems to go on until
infinity... Although, who knows: she may play her role
further in the game...
LEGENDARY FIRE HORN
Fire Horn of the Bard (Fire Horn) - the most powerful
weapons in the game. He crushes hordes of enemies with ease. But not
be too wasteful when using it: suddenly Fire Horn
won't last forever...
* * *
In conclusion, here is an expanded list of “hot”
control keys.
J - turn left
L - turn right
I - forward
K - forward/enter
D - go down into the portal
E - go up into the portal (only if you have the spell enabled
levitation)
P(arty attack) - attack your own squad
C(ast spell) - say a spell
B(ard song) - the bard will sing a song
N(ew order) - new squad order
1-6 - viewing the characteristics of heroes. In this mode they operate
keys:
E(quip) -equip;
T(rade) - transfer an item;
D(rop) - throw an object;
P(ool gold) - collect all the gold of the squad into your own hands.
V(oice) - enable/disable sound
- cancel or exit the menu
* * *
TAVERN
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(Bards Tale issues)
- And smell serpilia palms
“It’s impossible,” Suer explained. - Man,
who sniffed serpilium becomes
non-treasure-hunting. If he's under
the richest treasure will be buried with your feet,
he will never find it.
Yu. Koval.
"Sir Suer-Vier."
So, let's talk about Bards Tale. The first ones subsided
delight when I slept no more than five hours a day for a whole week
and abandoned everything; when my friends called me far away
midnight with an exciting message: "And I'm in the second sewer
I found a statue of a poisonous spider! Perhaps such a general
there was no madness even during the time of the “Elite”. And now that
passions have subsided a little, the time has come for a calm discussion.
That's why we visited this tavern today.As you remember, taverns are places where Bards not only
they drink, but also exchange gossip. I am sure that everyone who
played "Bards Tale" for at least a week, I've accumulated a lot
little tricks, amazing incidents (“flying means
I have twenty targons...") or simply unverified rumors.
For me and my friends who play "Bards", along the way
adventures, many questions and problems arose. Some of
they were safely resolved; some were left without
answer. Today we will look at issues related to the beginning of the game.
Q. I'm just starting to play. What's better: take ready-made
squad or make your own?
A. Yes, this is not an easy choice. To be honest, this one is ready
The squad is lousy. Parameters of almost all heroes (except Bard)
are no good. But it has two very important advantages:
Fire Horn and treasure hunting. Everything is clear with the Fire Horn,
except for one thing: where did they find him? Actually this is not the most
powerful weapon in the game, according to "Emulate", but still it
ranks third among more than a hundred items. Not bad, right?
We'll talk about treasure hunting later.
Q. What races should I choose for my heroes?
A. Without falling into racism, I can say: the best fighters
are obtained from half-elves and humans. The burglar, according to tradition, must
be a hobbit. And it’s best for a Magician to be born an elfor (already
worse) human. However, a cave gnome (dwarf) can also
to be an excellent fighter, and a forest gnome to be a magician. Just
you'll have to roll the dice for a long time until you get good ones
parameters.
Q. What parameters can be considered good?
O. I remember I remade my squad twice, because
didn't know this right away. When you make a future Warrior, Paladin,
A monk or even a Bard, I think special attention is paid to intelligence
not worth converting. Only Mages need intelligence. Constitution -
also not the most important parameter. So when I choose my fighters,
then I look only at strength, dexterity and luck. If the sum of these
The newborn warrior has 40 numbers or so - you can take it!
By the way, when a hero's agility reaches 16, then his AC
improves by one; and one more for each subsequent unit
dexterity. Not to mention the fact that good dexterity allows
get ahead of the enemy with your blow or spell.
And for Mages, strength is not important, but intelligence is
nitpick to your heart's content. However, a bad Magician is one who does not want to become
Archmage, right? In the meantime, he will become an Archmage, he will increase everything
parameters to maximum.
But when you choose a fighter, roll the dice until
there will be no good result! After level thirteen
The Qualification Council begins to demand unimaginable
amount of experiencefor increase: more than one and a half thousand points per
level! So it's better to leave the bones for an extra half hour than
count on the Council to improve everything.
B. The Qualification Council strives to increase
intelligence to my gnome. How to deal with this?
A. The method is not entirely ethical, but what to do? When your
heroes are ready for promotion, sign up and go to the Council. Increase
level to someone alone. If you have increased what you need -
great! Go to the Guild, sign up - and repeat the procedure
for the second hero. If you increased an “unnecessary” parameter, go
to the Guild, load the previous shipment and level up
the same hero again. If the hero has luck of 16-17, then quite
she might have to run to the Council ten times before she gets promoted.
The Council is especially reluctant to increase luck. Damn bureaucrats!
Q. What classes of heroes should you take into your squad?
A. There are two Mages in the ready squad: Conjuror and Magician. This
a completely reasonable choice: one Mage is clearly not enough. Also in
the squad will need a Bard: after all, the game is named after him
honor. The bard fights poorly until he gets a magic weapon, and
His songs are of great benefit only at first. But the game has
There are several places where you can’t go without a Bard. And when you get it
him the Crystal Sword, the Bard will become a very good fighter.
As for the fighters, I highly recommendMonk to you!
He cannot use most weapons and armor - but
when increasing by each level of AC (Armour Class) of the Monk
improves by one! At level thirteen, a Monk in armor
will already have AC=LO (that is -10). The rest without magic
armor and spells are nothing to dream about! Only the very best
tough monsters can hurt such a Monk, and even then rarely.
When it comes to weapons, the Monk prefers to fight
bare hands. For every four levels he gets the opportunity
additional hit, and at the highest levels hits better than anyone
Warrior or Paladin. And most importantly, the Monk always hits first!
This is very important in battles with strong single monsters - they
usually an excellent reaction, and the impact can have the most
sad consequences. (There are even monsters that suck out of you
Your level of experience!) So - so far I have not met anyone who
I could outrun my Monk. Unless Mangar himself...
Warrior and Paladin are not very different from each other. Both
they, like the Monk, get the possibility of additional hits per
every four levels. A warrior is better in battle, and a Paladin, especially in
higher levels, better resists enemy magic. There were cases
when he dissipated the dragon's breath directed at him (this
also magic, like the flame of the Fire Horn). In general, some of them
worth taking into the squad, but both -no need.
By the way: the company instructions say that Paladin
can use any weapon, even those that are inaccessible
to the rest. In my opinion, this is fiction. I (not entirely honest
methods) found several types of magical weapons and armor,
which are suitable for a Warrior and not suitable for a Paladin. But on the contrary - neither
one!
And finally - the Hunter. At lower levels he is not particularly
useful. It's good if one out of fifty blows turns out to be
critical and will instantly kill the enemy. But on the thirteenth
level, almost every second blow from the Hunter is fatal! This
useful when fighting particularly strong monsters, which
even a Monk cannot always kill with one blow (how much blood
Eight Mandar Guards spoiled us all! Even the Fire Horn and
the Mind Blade spell barely works on them).
Q. What Bard songs should I use?
A. At the very beginning I used the first one (to enhance
my blows) and the fourth (for treatment). By the way, there is one
secret: the Bard's healing song focuses not on him, but on his
place in the squad! So, by singing a song and rearranging the characters, you can
on a campaign to treat not only Bard, but anyone.
Then the third and fifth songs become more important.
The fifth improves the unit's AC by one. And the third, in addition to the fact that
weakens the blows of enemies, slowing them down a little. So it's good
hersing before a fight with strong monsters: even if you don't have
Monk, your strike may be the first.
And it’s good to sing the sixth song (anti-magic) before
fight with a strong sorcerer or dragon.
Q. Does it make any difference what the Bard plays?
A. I don't think so. Unless it's the Fire Horn.
Q. Why do you need a Burglar?
A. I don’t know myself. I just have it as a tradition. Traps in
It doesn’t discharge the floor, and the ones in the chests aren’t very good either.
However, there are unverified rumors that without a Burglar you will not be able to
find not a single magic item.
V. Yes, yes, magical objects. What about them? Bye for me
not a single one was caught.
A. There are none in the city. At least not usually. Yes and in
You won’t find them that easily in a dungeon. There is one trick here. you
noticed: when you rise from the sewer to the wine
basement and you have to fight your way through monsters to the exit, sometimes
some unusual monsters attack: Zombies, Wolves, Half-Orcs,
Sorcerers, Swordsmen? It seems that they have gathered
here, waiting for you. But in fact, you just got to the level with
night monsters. They are also called non-trivial. Only on
At this level you can find magical objects.
Q. When do these night monsters appear?
A. Naturally, at night. But it is necessary when loading
new labyrinth. That is, if you are during the daywent down to the winery
basement, there they waited for night and went down into the sewer - night
monsters will appear. In addition to items, they have another benefit:
They give you a lot of experience points. I wonder what kind of night
Conjuror and Magician can give not 18 points, as usual, but
much more. It probably depends on their skill.
In the dungeon it is quite difficult to follow the change of day and
nights. Usually, if you wait 15-20 minutes, there will be monsters (if
Just don’t get involved in fights: time stops in them).
It is convenient to wait by turning on the parameter viewing mode. However, on
the second level of the sewer (where the inscription about Thor) can be understood
is it day or night, depending on whether there is a light beam,
blocking the path to... You will see for yourself why.
Q. And what magical items can I find?
A. Some items are hidden in fixed locations.
You don't have to wait until night to get them. Destroy the guard, or
pay him, or guess his riddle, or something else
This kind of thing is your subject. There are few such treasures, but the things in them
stored very interesting. The first such item is waiting for you in
catacombs; however, it is of no use in battle. Rather,
it's kind of like a pass.
And the rest of the items have to be looked for at night
levels. By the way, please note: only here you can find
musical instruments,gloves, helmet, etc. Here's what
concerns non-saleable items... All my friends who play with
with their own troops, including me, only mithrils find
swords. But in considerable quantities. There was a case when
wandering through the catacombs, my squad returned with five mithril
with swords. These swords are better than the regular Broadsword, but worse than the halberd.
Even a Burglar can use them.
But those who play with a ready-made squad sometimes find
something more interesting. There are rumors (unverified) about the discovery
adamantium sword and mithril chain mail. But the most interesting thing is
Ring of Power. It can only be used by a Mage, and it
acts like the Fire Horn, albeit weaker; but not just one
a group of monsters, but all at once.
Why does this squad find such things (if these rumors
correct)? Nobody knows this. Accident? Or something else? Yes
there is even a hypothesis that this is because of their Fire Horn. Problem
magic items remains the most burning in "Bards Tale".
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